Helios Interceptor

Discussion in 'Class Discussion' started by Arturia, Mar 8, 2013.

  1. Arturia

    Arturia Well-Known Member

    Unit Name: Helios Interceptor
    Model: Hellbat Standing
    Portrait: Diamondback
    Voice: Diamondback

    Base Stats:
    Life: 160
    Life Regeneration: .269
    Life Armor: 2
    Shields: 50
    Shields Regeneration: .335
    Shields Armor: 1
    Energy: 190
    Energy Regeneration: 1.857

    Move speed: 2.379
    Weight Class: Medium
    Inventory Slots: 6 Slots
    Accessory Slots: 2 Slots
    Sight Radius: 10

    Innate Skills:

    Spendthrift (Active): For the next 16 seconds, the Helios uses Credits instead of energy and increases damage dealt by 25% while active.
    12 seconds cool down, costs 12 energy.

    (Passive) Reduces energy regeneration by (Credits / 100) * .01329.

    Gluttonous (Passive): The Helios receives 2x credits from Helium-3 canisters, and 1.5x from missions.

    Wasting Away:
    (Toggled) 5 second Cool down, 0 Energy Cost.

    Drains 1 energy every second.

    Increases Movement and Attack Speed by 10%.

    If Spendthrift is active when this skill is toggled on, it will drain 1 credit per minute, and the effect becomes an aura with a radius of 5, but will not affect the Helios Interceptor.

    Previous Version of Wasting Away: Wasting Away (Passive): The Helios constantly drains 1 Credit every minute(game time) in order to remain operational.

    Skill Tree 1: Expensive Destruction

    Tier 1A: Burning Barrage
    (Toggled) 8 second cooldown. Requires 18 / 12 / 6 Energy to activate, depletes energy by 1.8 / 1.2 / .6 Energy Per Shot.

    Adds a secondary effect to the Helios' basic attack.

    Secondary effect: a 25% + .2 / 35% + .3 / 50% + .4 radius (Percent of Weapon AoE + a flat amount) explosion that deals 25% + 5 / 35% + 7 / 50% + 10 damage (percent of current weapon damage + a flat amount); Explosions are affected by Fire Vulnerability.

    If Spendthrift is active, 36 / 24 / 12 credits are drained per reload, and and the primary target is inflicted with a burning debuff dealing 2 / 4 / 6 DPS that stacks 10 / 20 / 30 times, and lasts for 20 seconds.

    Tier 1B: Blast Emperor
    (Pseudo-passive)
    Enemies explode dealing 10 / 15 / 25% of their max life in a 30 / 60 / 90 degree arc behind them in a radius of 1 / 1.5 / 2.

    While Spendthrift is active, Blast Emperor gives a 5 / 7.5 / 10% chance to gain 1 credit upon killing an enemy.


    Tier 2A: Shrapnel Storm
    (Active)

    3 / 6 barrages are fired over 2 / 4 seconds at the target area.

    Each Barrage forms an X Pattern with the two lines intersecting at the center. Each Barrage is rotated by 90 / # of barrages degrees.

    Each Barrage consists of 7 explosions in a line that have a radius of .75 and deals 30 / 45 damage, slowing enemies by 15 / 30%

    If Spendthrift is active, 1 / 2 extra barrages are fired at the target area, and enemies take 21 / 42 damage over the next 3 seconds.

    Tier 2B: Voracious Rage
    (Pseudo-Passive)
    Increases Wasting Away's drain by 1 / 2 per minute.

    Cost of skills are reduced by 25% / 33%, and damage is increased by 25% / 50%.

    Increases Spendthrifts Duration by 4 / 8 seconds.

    Increases Spendthrifts' Damage boost by 25% at level 1.

    Adds an attack speed bonus of 20% at level 2 to Spendthrift.

    Tier 3: Missile MacroBurst

    (Active) 84 energy cost, 48 second cooldown.

    A barrage of 24 projectiles are fired randomly at the target area over 4 seconds (Not channeled)

    Each Missile deals 60 damage in a radius of 2.4, in an area with a radius of 7.

    If Spendthrift is active, twice as many rockets are fired over double the time frame, with each rocket inflicting a mini-stun of .25 seconds.

    In addition to that, each enemy hit adds 1 credit to a credit pool, all of which are then given to the Helios Interceptor at the end of the effect. Enemies are only counted once per 2 seconds.


    Skill Tree 2: Prestigious Pillager

    Tier 1A: Well Paid
    (Passive)

    Increases Team Credit Gain by 10 / 25 / 33%.

    Provides a .5 / 1 / 1.5% chance to add a credit to the credit pool per enemy killed. At the end of the game, the credit pool is multiplied by (1 + 0.01 * # of surviving players) and then split evenly among the team (occurs right before Victory Bonus is awarded).

    Tier 1B: Big Game Hunters]
    (Active) Costs 30 energy, 24 second cool down.

    Marks out an enemy, reducing damage dealt to the target by 20 / 15 / 10% and reduces targets damage by 10 / 15 / 20% for the next 5 / 7 / 9 seconds.

    If the enemy is killed within 5 / 7 / 9 seconds, the killing player gains credits equal to .5 / .75 / 1% of the enemies max life, rounded to the nearest integer, not exceeding 3 / 6 / 9 credits.

    If the enemy is not killed in time, the enemy goes on a rampage, gaining 25% increased attack speed and armor for the next 5 minutes (can stack 4 times)

    If Spendthrift is active, double the credit return, and give the killing player a 15 / 30 / 45% increased damage boost for the next 10 / 14 / 18 seconds, and nullify the increased enemy durability.

    Tier 2A: Contaminated Fumes
    (Active) 32 Energy Cost, 16 second cooldown, Radius 4, Lasts 9 / 12 seconds, 9 Casting Range.

    Launches a rocket at the target area, causing gases to seep out of the ground as well as dropping off other gases.

    Rocket deals 100 damage upon impact in a radius of 6.

    Contaminated Fumes can apply 1 of three effects to enemies in the area:
    - Reduce move speed by 25 / 35%
    - Increase Damage taken by 5 / 10%
    - Increase Damage Dealt by zombies by 20 / 40%.

    If Spendthrift is active, the Contaminated Fumes can be lit ablaze via Explosive / Fire-based weaponry, removing the Contaminated Fumes effect and applying the Chemical Blaze effect for the next 9 / 12 seconds.

    Chemical Blaze: Enemies in the Chemical Blaze take 15 damage per second, and are susceptible to Ailments from marine attacks.


    Tier 2B: Quick Strike
    (Active) 40 / 30 second Cooldown, 67 Energy cost, Radius 6 centered on the Helios Interceptor.

    Allies in a radius of 6 gain 50 / 100% increased damage on their next attack / ability, along with a 10% increased move speed bonus for that duration.

    If the attack / ability is Explosive/Fire, that attack / ability only receives half of the bonus.

    If Spendthrift is active, the attack / ability stuns the target(s) for 1 / 1.5 seconds, and causes them to take 50% increased damage during this time.


    Tier 3: Spectacle Event
    (Active)
    6 radius area, 16 casting range
    Lasts 12 seconds 480 second cool down costs 100 energy

    Enemies in the area take 25% increased damage, and deal 25% increased damage.

    Enemies grant 1 credit to the credit pool (affected by Well Paid; rounds before distributing credits)

    Cool down is reduced by .5 seconds per credit earned during this time period. Afterwards, the credits are evenly distributed among the team.

    If Spendthrift is active, double the duration and increased damage taken & dealt by enemies.
  2. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    So what happens when the player has no credits?
  3. ImaDomo
    • Donator

    ImaDomo Clad In Armour

    This is an expensive class, the usage of credits might deter ppl or outweigh the pros of this class.
  4. Scorpione

    Scorpione Well-Known Member

    They can't select class ;D
  5. Arturia

    Arturia Well-Known Member

    I kinda assumed a player would have at least 100 credits before playing this class.

    I guess if he has no credits, his life & shields regen are stopped, and he wouldn't be able to use Abilities if he has spendthrift active. Other than that, he would be perfectly capable of using all of his skills.

    The thought was that you'd be able to break even while using him.

    Nothing aside from the "Wasting Away" forces you to spend credits.

    Credits are only spent if you use a skill while "Spendthrift" is active, as it would drain credits instead of energy.
  6. AlaskanStew

    AlaskanStew New Member

    What if all the players be Helios and win? What would be the effect of the credit gain? Saying they did not use any abilities that used credits.
  7. Arturia

    Arturia Well-Known Member

    Massive Bullshit always happens when you stack a team.

    There would be a base 40% reduction to team credit and exp gain, as a result of something in place.

    Well Paid wouldn't stack.

    If someone has level 3, then its only going to give 33% increased team credit gain.

    If people have 2 different levels of it, it should only consider the highest level.

    Either way, they would only be able to get a total of 500 credits, no matter how good the do, which is essentially just like a survival credit run, albeit they'd have to try much harder, since they'd be facing a 40% credit gain reduction, and then you'll have that multiplied by 4/3, which would be 80% of your normal credit gain.

    On top of that, they would lose 120 credits over the course of the game, in its current state because of Wasting Away.

    [hr]

    The New Wasting Away:
    (Toggled) 5 second Cool down, 0 Energy Cost.

    Drains 1 energy every second.

    Increases Movement and Attack Speed by 10%.

    If Spendthrift is active when this skill is toggled on, it will drain 1 credit per minute, and the effect becomes an aura with a radius of 5, but will not affect the Helios Interceptor.

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